Playing with fire

Last time I made some wood. Now let’s burn that up. Still experimenting with the same 3D perlin noise as before, but this time animated. When you can take control over each pixel of noise it’s easy to add extra rules to form the shape of the noise such as turbulence based on y-value or an offset animation along the z-axis to gain some depth. Applying “ridges” to the perlin noise (invert all negative values when the range is between -1 to 1) makes the flames look more interesting. The bitmap generated is just 80×80 and 2 octaves of Perlin noise, so the possibilities are quite limited.